<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL - Same Code - Container Partscreen</title>
<style>
html {
  box-sizing: border-box;
  height: 100%;
}
*, *:before, *:after {
  box-sizing: inherit;
}
body {
    margin: 0;
    height: 100%;
    font-family: Helvetica, Arial, Sans-Serif;
}
/* all canvas elements */
canvas {
    width: 100%;
    height: 100%;
}
/* the container */
#canvas {
    width: 70%;
    height: 100%;
}
#controls {
    background-color:#666;
    color: white;
    padding: 0.5em;
    position: absolute;
    right: 0px;
    top: 0px;
    width: 30%;
    height: 100%;
    font-size: large;
}
</style>
</head>
<body>
<div id="canvas"></div>
<div id="controls">Controls<br/>for<br/>an<br/>Editor<br/>would<br/>go<br/>here</div>
</body>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="resources/webgl-utils.js"></script>
<script src="resources/m4.js"></script>
<script src="resources/primitives.js"></script>
<script src="resources/same-code.js"></script>
</html>


